create-architecture
Skill0 starsChanged 4 months agoMITView on GitHub
Guided, section-by-section authoring of the master architecture document for the game. Reads all GDDs, the systems index, existing ADRs, and the engine reference library to produce a complete architecture blueprint before any code is written. Engine-version-aware: flags knowledge gaps and validates decisions against the pinned engine version. ShiningPlague-adopted: canonical project paths throughout (ADRs at docs/adr/, master GDD at {{GDD_PATH}}, editable game data under data/).
12 other projects use a version of this, 8 of them edited.
Adopted by
Most recently taken up by
- striderZA/OpenCodeGameStudiosedited, first seen Nov 4, 2026
- fnayou/dotfilestheir own version, first seen Oct 25, 2026
- Donchitos/Claude-Code-Game-Studiosedited, first seen Oct 19, 2026
- venus2099/codex-game-studiosedited, first seen Oct 17, 2026
- HunLuanZhiZhu/Game-Studios-Pluginedited, first seen Oct 5, 2026
- dawn840705/claude-code-studiosedited, first seen Aug 28, 2026
Used with
Projects with it also use soak-test, team-live-ops and 2 more.
Other files people use alongside this one.
Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
lilangMaxSkillsoak-test
Generate a soak test protocol for extended play sessions. Defines what to observe, measure, and log during long play sessions to surface slow leaks, fatigue effects, and edge cases that only appear after sustained play. Primarily used in Polish and Release phases.
Also in 9 projects that use this
lilangMaxSkillteam-live-ops
Orchestrate the live-ops team for post-launch content planning: coordinates live-ops-designer, economy-designer, analytics-engineer, community-manager, writer, and narrative-director to design and plan a season, event, or live content update.
Also in 9 projects that use this
- +2 more from lilangMax
Other versions12 projects use a version of this.
Word for word · 0
None found.
Edited · 8
- Donchitos/Claude-Code-Game-Studios★ 27k20% same
- striderZA/OpenCodeGameStudios★ 11846% same
- dawn840705/codex-code-studios★ 1743% same
- lilangMax/ClaudeCodeGameStudios★ 847% same
- hongyuanc/codex-game-studios★ 529% same
- dawn840705/claude-code-studios★ 144% same
- HunLuanZhiZhu/Game-Studios-Plugin★ 136% same
- venus2099/codex-game-studios★ 120% same
Wrote their own version · 4
- cenconq25/claude-code-app-studio★ 40same name
- adolfoaranaes12/BMAD-ENHANCED★ 2same name
- ailess-lab/CCFG★ 2same name
- fnayou/dotfiles★ 2same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
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The file
Show its rules and text
We split this skill into the rules it gives an agent
18 rules. 0 are common, 7 are distinctive, and 11 are very specific to this project.
0
Common
Most of the 12 edited versions we read keep these.
7
Distinctive
This author's own choices. Worth a look.
11
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 29
If --review [full|lean|solo] was passed → use that
- Distinctive: line 62
If no per-system GDDs exist yet, the master GDD is the only design source
- Very specific: line 73
Read the engine reference library completely, if the project has one.
- Very specific: line 82
All files in docs/engine-reference/<engine>/modules/ → current API patterns per domain
- Very specific: line 84
If no engine is configured at all (no .claude/docs/technical-preferences.md engine field), stop -- that is a real gate, not a missing …
- Distinctive: line 90
Read all approved design documents:
- Very specific: line 118
Read all files in docs/adr/ to understand what has been decided.
- Distinctive: line 141
Ask: "This inventory identifies [N] systems in HIGH RISK engine domains.
- Distinctive: line 203
Use ASCII sequence diagrams.
- Distinctive: line 219
Write in GDScript or pseudocode.
- Very specific: line 221
Engine awareness check: If any interface uses engine-specific types (Node, Resource, Signal), flag the version and verify the type …
- Distinctive: line 317
Review mode check: before LP-FEASIBILITY:
- Very specific: line 328
Use AskUserQuestion: "Technical Director and Lead Programmer have reviewed the architecture.
- Very specific: line 344
Update session state: Write summary to production/session-state/active.md
- Distinctive: line 356
Never make a binding architectural decision without user input.
- Very specific: line 362
Run /architecture-decision [title] for each required ADR — Foundation first
- Very specific: line 363
Run /create-control-manifest once required ADRs are written
- Very specific: line 364
Run /gate-check pre-production when all required ADRs written and architecture signed off
“Common” is measured: kept by at least 6 in 10 of the 12 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Create Architecture
🌱 ShiningPlague-adopted. Originally Donchitos; battle-tested on a shipped Godot project. Upstream procedure preserved + project path corrections throughout.
This skill produces docs/architecture/architecture.md — the master architecture document that translates all approved GDDs into a concrete technical blueprint. It sits between design and implementation, and must exist before sprint planning begins.
Distinct from /architecture-decision: ADRs record individual point decisions. This skill creates the whole-system blueprint that gives ADRs their context.
Resolve the review mode (once, store for all gate spawns this run):
- If
--review [full|lean|solo]was passed → use that - Else read
production/review-mode.txt→ use that value - Else → default to
lean
See .claude/docs/director-gates.md for the full check pattern.
Argument modes:
- No argument /
full: Full guided walkthrough — all sections, start to finish layers: Focus on the system layer diagram onlydata-flow: Focus on data flow between modules onlyapi-boundaries: Focus on API boundary definitions onlyadr-audit: Audit existing ADRs for engine compatibility gaps only
If an artifact named here is absent: say so plainly in one line, skip that step, and continue. Never invent the file to satisfy a checklist, and never fail a close because an optional artifact was never created.
Project Paths
| What | Canonical path |
| Game concept | docs/gdd/game-concept.md |
| Systems index | docs/gdd/systems-index.md (auto-generated from the registry) |
| Per-system GDDs | docs/gdd/*.md (when split) + {{GDD_PATH}} (master, e.g. docs/GDD.md) |
| ADRs | docs/adr/NNN-*.md |
| Editable game data | data/ |
| Architecture output | docs/architecture/architecture.md |
| TR registry | docs/architecture/tr-registry.yaml |
| Control manifest | docs/architecture/control-manifest.md |
Project Context
- Master GDD:
{{GDD_PATH}}(may be monolithic before any per-system split) - If no per-system GDDs exist yet, the master GDD is the only design source
- Existing ADRs at
docs/adr/ - Engine reference:
docs/engine-reference/<engine>/VERSION.md - Technical preferences:
.claude/docs/technical-preferences.md
Phase 0: Load All Context
0a. Engine Context (Critical)
Read the engine reference library completely, if the project has one. It is
project-owned and optional -- /setup-engine step 2 creates it. If it is absent,
say so in one line, note in the architecture doc that engine claims are unverified
against a pinned version, and continue:
docs/engine-reference/<engine>/VERSION.md→ engine name, version, LLM cutoff, post-cutoff risk levelsdocs/engine-reference/<engine>/breaking-changes.md→ HIGH and MEDIUM risk changesdocs/engine-reference/<engine>/deprecated-apis.md→ APIs to avoiddocs/engine-reference/<engine>/current-best-practices.md→ post-cutoff best practices- All files in
docs/engine-reference/<engine>/modules/→ current API patterns per domain
If no engine is configured at all (no .claude/docs/technical-preferences.md engine
field), stop -- that is a real gate, not a missing optional file:
"No engine is configured. Run
/setup-enginefirst."
0b. Design Context + Technical Requirements Extraction
Read all approved design documents:
docs/gdd/game-concept.md— game pillars, genre, core loopdocs/gdd/systems-index.md— all systems, dependencies, priority tiers.claude/docs/technical-preferences.md- Every per-system GDD in
docs/gdd/(when split) + master GDD{{GDD_PATH}}
For each, extract technical requirements:
- Data structures implied by game rules
- Performance constraints
- Engine capabilities required
- Cross-system communication patterns
- State that must persist (save/load implications)
- Threading or timing requirements
Build a Technical Requirements Baseline:
## Technical Requirements Baseline
Extracted from [N] GDDs | [X] total requirements
| Req ID | GDD | System | Requirement | Domain |
|--------|-----|--------|-------------|--------|
| TR-combat-001 | combat.md | Combat | Hitbox detection per-frame | Physics |0c. Existing Architecture Decisions
Read all files in docs/adr/ to understand what has been decided. List ADRs found and domains.
0d. Generate Knowledge Gap Inventory
## Engine Knowledge Gap Inventory
Engine: Godot 4.6.1
LLM Training Covers: up to approximately [version]
Post-Cutoff Versions: [list]
### HIGH RISK Domains (must verify against engine reference)
- [Domain]: [Key changes]
### MEDIUM RISK Domains (verify key APIs)
- [Domain]: [Key changes]
### LOW RISK Domains (in training data, likely reliable)
- [Domain]: [no significant post-cutoff changes]
### Systems from GDD that touch HIGH/MEDIUM risk domains:
- [system name] → [domain] → [risk level]Ask: "This inventory identifies [N] systems in HIGH RISK engine domains. Shall I continue building the architecture with these warnings flagged throughout?"
Phase 1: System Layer Mapping
Map every system from systems-index.md into an architecture layer:
┌─────────────────────────────────────────────┐
│ PRESENTATION LAYER │ ← UI, HUD, menus, VFX, audio
├─────────────────────────────────────────────┤
│ FEATURE LAYER │ ← gameplay systems, AI, quests
├─────────────────────────────────────────────┤
│ CORE LAYER │ ← physics, input, combat, movement
├─────────────────────────────────────────────┤
│ FOUNDATION LAYER │ ← engine integration, save/load,
│ │ scene management, event bus
├─────────────────────────────────────────────┤
│ PLATFORM LAYER │ ← OS, hardware, engine API surface
└─────────────────────────────────────────────┘For each GDD system:
- Which layer does it belong to?
- What are its module boundaries?
- What does it own exclusively?
Present the proposed layer assignment, ask for approval, write to skeleton file immediately.
Engine awareness check: For each Core/Foundation system, flag if it touches HIGH or MEDIUM risk engine domain. Show relevant engine reference excerpt inline.
Phase 2: Module Ownership Map
For each module defined in Phase 1:
- Owns: data and state this module is solely responsible for
- Exposes: what other modules may read or call
- Consumes: what it reads from other modules
- Engine APIs used: specific engine classes/nodes/signals (with version + risk noted)
Format as table per layer + ASCII dependency diagram.
Engine awareness check: For every engine API listed, verify against the relevant module reference doc. Flag post-cutoff APIs:
⚠️ [ClassName.method()] — Godot 4.6 (post-cutoff, HIGH risk)
Verified against: docs/engine-reference/godot/modules/[domain].md
Behaviour confirmed: [yes / NEEDS VERIFICATION]Phase 3: Data Flow
Define how data moves between modules. Cover at minimum:
- Frame update path: Input → Core systems → State → Rendering
- Event/signal path: How systems communicate without tight coupling
- Save/load path: What state is serialised, which module owns serialisation
- Initialisation order: Which modules must boot before others
Use ASCII sequence diagrams. For each data flow:
- Name the data being transferred
- Identify the producer and consumer
- State sync call / signal / shared state
- Flag flows crossing thread boundaries
Phase 4: API Boundaries
For each boundary:
- What interface does a module expose?
- What are the entry points (functions/signals/properties)?
- What invariants must callers respect?
- What must the module guarantee?
Write in GDScript or pseudocode. These become contracts programmers implement against.
Engine awareness check: If any interface uses engine-specific types (Node, Resource, Signal), flag the version and verify the type exists/signature unchanged.
Phase 5: ADR Audit + Traceability Check
Review all existing ADRs from Phase 0c against both the architecture built in Phases 1-4 AND the Technical Requirements Baseline from Phase 0b.
ADR Quality Check
For each ADR:
- Has Engine Compatibility section?
- Engine version recorded?
- Post-cutoff APIs flagged?
- "GDD Requirements Addressed" section?
- Conflicts with layer/ownership decisions?
- Still valid for pinned engine version?
Traceability Coverage Check
Map every requirement from the baseline to existing ADRs:
| Req ID | Requirement | ADR Coverage | Status |
| TR-combat-001 | Hitbox detection per-frame | ADR-001 | ✅ |
| TR-combat-002 | Combo state machine | — | ❌ GAP |
Required New ADRs
List decisions from this session AND uncovered Technical Requirements. Group by layer — Foundation first.
Phase 6: Missing ADR List
Group by priority:
Must have before coding starts (Foundation & Core):
- [e.g. "Scene management and scene loading strategy"]
Should have before the relevant system is built:
- [e.g. "Inventory serialisation format"]
Can defer to implementation:
- [e.g. "Specific shader technique for water"]
Phase 7: Write the Master Architecture Document
Once all sections approved, write to docs/architecture/architecture.md:
# {{PROJECT_NAME}} — Master Architecture
## Document Status
- Version: [N]
- Last Updated: [date]
- Engine: Godot 4.6.1
- GDDs Covered: [list]
- ADRs Referenced: [list]
## Engine Knowledge Gap Summary
[From Phase 0d]
## System Layer Map
[From Phase 1]
## Module Ownership
[From Phase 2]
## Data Flow
[From Phase 3]
## API Boundaries
[From Phase 4]
## ADR Audit
[From Phase 5]
## Required ADRs
[From Phase 6]
## Architecture Principles
[3-5 key principles derived from game concept + GDDs + technical preferences]
## Open Questions
[Decisions deferred — must be resolved before relevant layer is built]Phase 7b: Technical Director Sign-Off + Lead Programmer Feasibility Review
Step 1 — TD self-review: Apply gate TD-ARCHITECTURE (.claude/docs/director-gates.md) as self-review.
Review mode check before LP-FEASIBILITY:
solo→ skip. "LP-FEASIBILITY skipped — Solo mode." Proceed to Phase 8.lean→ skip. "LP-FEASIBILITY skipped — Lean mode." Proceed to Phase 8.full→ spawn as normal.
Step 2 — Spawn lead-programmer via Task using gate LP-FEASIBILITY.
Pass: architecture document path, technical requirements baseline summary, ADR list.
Step 3 — Present both assessments:
Use AskUserQuestion: "Technical Director and Lead Programmer have reviewed the architecture. How would you like to proceed?"
Options: Accept — proceed to handoff / Revise flagged items first / Discuss specific concerns
Step 4 — Record sign-off:
- Technical Director Sign-Off: [date] — APPROVED / APPROVED WITH CONDITIONS
- Lead Programmer Feasibility: FEASIBLE / CONCERNS ACCEPTED / REVISEDPhase 8: Handoff
- Run these ADRs next: top 3 from Phase 6, prioritised
- Gate check: "Run
/gate-check pre-productionwhen all required ADRs are also written." - Update session state: Write summary to
production/session-state/active.md
Collaborative Protocol
- Load context silently — don't narrate file reads
- Present findings — show knowledge gap inventory and layer proposals
- Ask before deciding — present options for each architectural choice
- Get approval before writing — each section written only after user approves
- Incremental writing — write each approved section immediately; survives session crashes
Never make a binding architectural decision without user input. If unsure, present 2-4 options with pros/cons.
Recommended Next Steps
- Run
/architecture-decision [title]for each required ADR — Foundation first - Run
/create-control-manifestonce required ADRs are written - Run
/gate-check pre-productionwhen all required ADRs written and architecture signed off
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